Best posts made by Gully

I consider AAgun and ATgun late-game specialist units. Extremely efficient for exactly one job, bad for everything else. You need techs to make them viable.

Consider a late-game situation. You produce four AAguns for 16 PUs. Before combat, they kill a fighter for 11. That means, you essentially paid 5 PUs to add four hitpoints and 12 firepower (or more on good terrain) to your army. How crazy is that? If you can afford to lose only inf in the first round, they kill another fighter. Insane value. ATguns are not as extreme, but still very high value, better than inf.

Here's the downside. They don't attack. Congratulations, you just built a fence around Moscow but lost all the important Barracks around Moscow. An important part of Defence is, make sure the enemy doesn't survive next to your army. And other techs (Production, Fighter-Range) are more urgent. That's why I consider too many AAguns or ATguns a newbietrap.

Yo, I updated the game-engine and out of curiosity tried - yes everything works. Alright. And I looked at TWW 2.8, I need to play that once this game is finished. The changes sound really good, better ways to counter single-unit spam, more logistic with the trains.

Dear Supreme Command of the European Axis,
please get your shit together. You should not allow any Allied resistance anywhere on Eurasia. And it doesn't even look like you're advancing in Russia. We are about to take two big cities (Calcutta and Singkiang), please take notes and learn.